From 9f07d73e4598c7746218bc6b64cf2f88908645e9 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Sun, 24 Oct 2021 14:19:19 +0200 Subject: Cycles: changes to source code folders structure * Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file. --- .../kernel/osl/shaders/node_gradient_texture.osl | 77 ++++++++++++++++++++++ 1 file changed, 77 insertions(+) create mode 100644 intern/cycles/kernel/osl/shaders/node_gradient_texture.osl (limited to 'intern/cycles/kernel/osl/shaders/node_gradient_texture.osl') diff --git a/intern/cycles/kernel/osl/shaders/node_gradient_texture.osl b/intern/cycles/kernel/osl/shaders/node_gradient_texture.osl new file mode 100644 index 00000000000..c7faee0d022 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_gradient_texture.osl @@ -0,0 +1,77 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "stdcycles.h" + +/* Gradient */ + +float gradient(point p, string type) +{ + float x, y, z; + + x = p[0]; + y = p[1]; + z = p[2]; + + float result = 0.0; + + if (type == "linear") { + result = x; + } + else if (type == "quadratic") { + float r = max(x, 0.0); + result = r * r; + } + else if (type == "easing") { + float r = min(max(x, 0.0), 1.0); + float t = r * r; + + result = (3.0 * t - 2.0 * t * r); + } + else if (type == "diagonal") { + result = (x + y) * 0.5; + } + else if (type == "radial") { + result = atan2(y, x) / M_2PI + 0.5; + } + else { + float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0); + + if (type == "quadratic_sphere") + result = r * r; + else if (type == "spherical") + result = r; + } + + return clamp(result, 0.0, 1.0); +} + +shader node_gradient_texture( + int use_mapping = 0, + matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), + string gradient_type = "linear", + point Vector = P, + output float Fac = 0.0, + output color Color = 0.0) +{ + point p = Vector; + + if (use_mapping) + p = transform(mapping, p); + + Fac = gradient(p, gradient_type); + Color = color(Fac, Fac, Fac); +} -- cgit v1.2.3